Hexborn | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Hexborn

Ability Score Increase --
Size Medium
Speed --

I stood there, completely motionless, hoping the beast hadn't seen me. Surely I was just seeing things. My mind was playing tricks on me, I told myself. Surely that mad hadn't just transformed into a beast. That was impossible.   I halted my breath, as I stood ever so quietly in the corner of the dusty chapel, hoping it hadn't caught my scent yet. As I began to draw my sword, a piece of history hit me like a meteor from the heavens. I recalled a tale I had heard as a young child, about a race of people who could turn into beasts. the heletists, as we called them. But that was only a myth, a story made to frighten young children. It couldn't be real. It couldn't!   I released my sword from it's scabbard, and readied it, preparing to slay anything that may turn the corner. I heard it's claws scrape against the marble floor as it sniffed the air, tracking it's prey. Tracking me. Why is this happening? Maybe if I had given that man the money, he wouldn't have sicced his four-legged monster on me. Then suddenly, there was a sickening, terrible silence. Only the sound of my heavy, quiet huffing of fear. I saw it's dark, scaled head turn the corner, not blinking, just staring right at me.   The formidus looked up at me, and stood on it's hind legs. I was too scared to move. I tried to swing my sword, but my muscled refused to unhinge from their position. The formidus suddenly looked more human. And then more. And in only a matter of seconds, the man who chased me in here stood in front of me, holding a dagger to my throat. He smiled, showing off his serrated teeth, as his hand gripped the knife and-  
— the last thoughts of Derriod Pheris
Born from the magical wasteland of the Deforas, hexborns posses an innate ability to turn from person to beast. As some early animals were mutated in the Deforas, such as lizards into formidi, or felines into tabaxi, some were changes even further, and could transform at will into the perished races of early Termulitis. These creatures made their way to find the people they could become, but when they did, the people of Termulitis feared the power hexborns wielded, and slaughtered all hexborns they crossed. Over the centuries, hexborns have laid in hiding within the Deforas, while the kingdoms of Termulitis only remember the hexborns as myths. But hexborns remember what the people did to them. And they hold a grudge.  

Of Two Worlds

Hexborns all have two races: a parent race, and a secondary race. Their parent race is their main race. That is the race that they evolved from, be it a leonin, or even a merfolk. When in this form, they will look identical to a normal member of that species. Their secondary race is the race that the magic that bound them long ago absorbed the life essence of, and has bestowed the ability upon hexborns to transform into them. This means that all hexborns contain a small amount of the soul of the person they can transform into, which is why some hexborns live amongst the people of the kingdoms, ignoring their Deforas heritage.   If a hexborn mates with a normal member of it's species (not another hexborn), there is a small chance the offspring will also be hexborn. If two hexborns of the same species mat, however, the child will be hexborn, as well. Hexborn families usually all share the same race they can transform into. For example, if two hexborns of the same species that can each transform into a halfling mate, the child will also posses the ability to turn into a halfling. But if that child mates with a non-hexborn, if their child is hexborn, it will also turn into a halfling. But if a hexborn with human as it's secondary race mates with a hexborn with high elf as it's secondary race, the child won't have half-elf as it's secondary race, however it has a 50 percent chance of having either human or elf. It is also possible for a hexborn child to have a secondary race from farther in their family tree, like if their grandmother had dragonborn, but both of the offspring's parents had dwarf, there is a small chance that child will inherit dragonborn from it's grandmother.  

Loathing of Centuries

Hexborns have learned to hate the outside world, just as the outside world used to hate them. Occasionally, a hexborn might sneak into a kingdom, disguised as it's secondary race. They will often steal goods or food from farmers, or maybe even live inside a faction, running a business, and brining food to their clans or families. Not all hexborns hate the kingdoms; some even live inside a kingdom, embracing their secondary race. But the vast majority of hexborns detest all people other than their own, and want to see the downfall of their civilization.  

Dark Secrets

Many hexborns don't even know they are hexborn. There can be entire generations and family trees of hexborns unaware of the powers they posses. Hexborns are often smarter than the rest of their parent species, especially if their parent species isn't a very smart one (formidus hexborns, for example, have an animal as their parent race, and thus are much smarter than the vast majority of their species.) Sometimes a hexborn who is unaware they are a hexborn will spontaneously begin changing between the two species' around maturity. This is often frightening, but can lead to others in their families or villages to discover a similar talent.    

Where the Heart is

Some hexborns live in small tribes consisting of only hexborns, while others live in clans of their original species. In the latter case, most of them who are aware of their gift keep it to themselves, as to not frighten their neighbors, but others use it as a tool to help their clans/villages/tribes. Tabaxi hexborns often use it to aid them in stealing from Dolotar, while others like kobold hexborns claim their power is proof that they are a god, and are worshipped by the rest of their naïve tribe. Hexborns that live primarily in the kingdoms use there ability backwards; being mostly in their secondary form, they might transform into a frightening leonin or formidus if ever in danger, or maybe to scare someone.
Mischevious Backstabbers   Hexborns usually despise the people of Termulitis, some even go a little far. They might befriend someone in a kingdom, just to get them alone and slaughter them, as their people once slaughtered the hexborns. Whether or not a hexborn has a bloodlust for kingdomites - as some people native to the Deforas call them - they are usually very slow to trust, and even slower to befriend someone not from the Deforas (or at least a non-hexborn).

Hexborn Traits:

Along with the many unique traits hexborns get from their parent race, they all share the following traits.   Alignment Born from pain and suffering, though of as myths, hexborns hate most living things, other than their own. They can be reckless and chaotic, but mostly stay pretty neutral. Most hexborns care very little about anything but themselves, but some seek vengeance, or simply just to destroy, and are drawn towards evil.   Born From Ashes You have resistance to magic damage, and are proficient with the Arcana skill.   Parent Race All hexborns need a parent race that determines what traits they get along with the standard hexborn traits. The subrace you choose will determine what your parent race is. You will inherit all traits granted by your parent race.   You may choose from the following: Formidus, Kobold, Leonin, Merfolk, Lizardfolk or Tabaxi.   Secondary Race Hexborns also need a secondary race, as this will be the second form they can turn into, if they ever need to sneak into society. Their secondary race will be how they disguise themselves among the masses and never be detected. You may choose a secondary race from the options below, or choose one from another source. You will also select a subrace for your secondary race if one is required. Note: any traits other than size and speeds usually inherited from a race will not be included in your traits, as you don't become your secondary race, but rather only look like one. While in your secondary race's form, you will take on their appearance, size and speeds.   Secondary race options: Dragonborn, Dwarf, Elf, Gnome, Half-Elf, Halfling, Human, Tiefling   Languages You can speak, read, and write Common and one other language of your choice. Hexborns need to learn a language in order to communicate with members of their family, and people from the outside world, if they ever need to leave the Deforas.    

Formidus Hexborn

As a formidus hexborn, your ancestors were the ruthless apex predator known as formidi. You may transform into a formidus whenever you wish as a bonus action (if you have 4 or more levels of exhaustion, you cannot turn into your parent race). During your time as a formidus, you will be drawn back by your primitive instincts, and crave blood. Even in your secondary form, you can be ruthless, aggressive, and speak before you think.   Ability Score Increase Your Strength score increases by 1.   Age You will age and mature at the same rate as a formidus would, reaching maturity at 2 years of age, and living for about 20 to 25 years.   Size As a formidus, on your hind legs, you stand 7 to 8 feet tall. On all fours, head to tail, you measure about 9 to 10 feet. Your size is medium.   Speed In your parent race's form, your base walking speed is 45 feet, and you have a swimming speed of 30 feet.   Amphibious You can breathe underwater for 30 minutes.   Keen Senses While in your parent race's form, you have an advantage on Wisdom (Perception) checks that rely on hearing or smell.   Predatory Attack As an unarmed melee attack, you can now use Bite (2d4 piercing damage + your Strength modifier), Claws (2d4 slashing damage + your Strength modifier) or Tail Whip (1d6 bludgeoning damage + your Strength modifier) when in your parent race's form.   Primal Instincts When in your parent race's form, you have a disadvantage on Intelligence and Wisdom checks and saving throws.   Thick Scales When in your parent race's form, you gain advantage on Constitution checks and saving throws, as well as having a +2 bonus to your AC score while not wearing armor.    

Kobold Hexborn

As a kobold hexborn, you evolved from the early kobold people, and would probably be worshiped by them. You may transform into a kobold whenever you wish as a bonus action (if you have 4 or more levels of exhaustion, you cannot turn into your parent race). You are clever and mischievous (and probably have a bit of a temper).   Ability Score Increase Your Dexterity score increases by 1.   Age As a kobold hexborn, you will reach adulthood at the age of 6, and live anywhere from 80 to 120 years of age.   Size In your parent race's form, you stand 2 to 3 feet tall. Your size is small.   Speed In your parent race's form, your base walking speed is 30 feet.   Darkvision While in your parent race's form, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Sunlight Sensitivity When in your parent race's form, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.    

Leonin Hexborn

As a leonin hexborn, you come from a race of prideful, tough leonin nomads. You may transform into a leonin whenever you wish as a bonus action (if you have 4 or more levels of exhaustion, you cannot turn into your parent race). As a leonin descendant, you are independent, strong and often to naïve and focused on your own thoughts to notice what's going on around you.   Ability Score Increase Your Strength and Constitution scores are each increased by 1.   Age As a leonin hexborn, you mature and age at a similar rate to humans.   Size In your parent race's form, you stand well over 6 feet. Your size is medium.   Speed In your parent race's form, your base walking speed is 35 feet.   Claws While in your parent race's form, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.   Daunting Roar When in your parent race's form, as a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.  

Merfolk Hexborn

As a merfolk hexborn, your ancestry stems from the merfolk of Termulitis' oceans. You may transform into a merfolk whenever you wish as a bonus action (if you have 4 or more levels of exhaustion, you cannot turn into your parent race). In your merfolk form, you can only breath water - but as a plus, you can swim and fight exceptionally well under the sea.   Ability Score Increase Your Constitution and Dexterity scores each increases by 1.   Age As a merfolk hexborn, you mature at the same rate humans do and reach adulthood around the age of 20. Merfolk live considerably longer than humans, though, often reaching well over 100 years.   Size Merfolk are about the same size and build as humans. When in your parent race's form. your size is Medium.   Speed While in your parent race's form, your base swimming speed is 30 feet. You cannot walk on land.   Aquatic While in your parent race's form, you can swim and breath underwater, but cannot survive on land. If you are on land and still in your parent race's form, you can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum of 30 seconds). After this time, you can survive for a number of rounds equal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to 0 Hit Points and are dying, and can’t regain Hit Points or be stabilized until you can breathe again by either re-entering saltwater or by turning into your secondary race's form.    

Lizardfolk Hexborn

As a lizardfolk hexborn, you come from the secluded lizardfolk people of Dark Bog. You may transform into a lizardfolk whenever you wish as a bonus action (if you have 4 or more levels of exhaustion, you cannot turn into your parent race). Lizardfolk are a strange people, with alien ideals and concepts to that of the rest of Termulitis. You - as a bridge between the two worlds - are probably an excellent diplomat, able to think from every perspective. Most lizardfolk hexborns are much more open-minded than the rest of their cursed cousin.   Ability Score Increase Your Constitution and Wisdom scored each increase by 1.   Age As a lizardfolk hexborn, you reach maturity around the age of 14 and will probably live a little longer than 60 years.   Size Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. In your parent race's form, your size is Medium.   Speed While in your parent race's form, your base walking speed is 30 feet, and you have a swimming speed of 30 feet.   Bite While in your parent race's form, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage for a normal unarmed strike.   Hold Breath You can hold your breath for up to 15 minutes at a time.   Natural Armor In your parent race's form, you have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Hungry Jaws While in your parent race's form as a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.    

Tabaxi Hexborn

As a tabaxi hexborn, you come from a race of catfolk known as tabaxi. You may transform into a tabaxi whenever you wish as a bonus action (if you have 4 or more levels of exhaustion, you cannot turn into your parent race). Tabaxi, above all things, love stories. They tell tall tales of tabaxi adventurers from ages ago, and horror stories of the four kingdoms. Tabaxi hexborns are slick, mischievous people. Tabaxi love stealing from Dolotar, as they live so close, so maybe you are a thief, able to sneak in and out better than any tabaxi ever could.   Ability Score Increase Your Charisma and Dextrerity scored each increase by 1.   Age As a tabaxi hexborn, you have a similar lifespan to a human.   Size Tabaxi are tall, slender people weighing very little. While in your parent race's form, your size is medium.   Speed While in your parent race's form, your base walking speed is 30 feet.   Darkvision When in your parent race's form, you have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Feline Agility When in your parent race's form, when you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Cat's Claws In your parent race's form, you have a climbing speed of 20 feet due to your claws. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talent You have proficiency in the Perception and Stealth skills.


Created by

Alfonzo Q.

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Race

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